ClangFormat: apply to source, most of intern

Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
This commit is contained in:
2019-04-17 06:17:24 +02:00
parent b3dabc200a
commit e12c08e8d1
4481 changed files with 1230080 additions and 1155401 deletions

View File

@@ -29,71 +29,73 @@
#include "GPU_common.h"
typedef enum {
GPU_UNIFORM_NONE = 0, /* uninitialized/unknown */
GPU_UNIFORM_NONE = 0, /* uninitialized/unknown */
GPU_UNIFORM_MODEL, /* mat4 ModelMatrix */
GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
GPU_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */
GPU_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */
GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
GPU_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */
GPU_UNIFORM_MODEL, /* mat4 ModelMatrix */
GPU_UNIFORM_VIEW, /* mat4 ViewMatrix */
GPU_UNIFORM_MODELVIEW, /* mat4 ModelViewMatrix */
GPU_UNIFORM_PROJECTION, /* mat4 ProjectionMatrix */
GPU_UNIFORM_VIEWPROJECTION, /* mat4 ViewProjectionMatrix */
GPU_UNIFORM_MVP, /* mat4 ModelViewProjectionMatrix */
GPU_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */
GPU_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */
GPU_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */
GPU_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */
GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
GPU_UNIFORM_MODEL_INV, /* mat4 ModelMatrixInverse */
GPU_UNIFORM_VIEW_INV, /* mat4 ViewMatrixInverse */
GPU_UNIFORM_MODELVIEW_INV, /* mat4 ModelViewMatrixInverse */
GPU_UNIFORM_PROJECTION_INV, /* mat4 ProjectionMatrixInverse */
GPU_UNIFORM_VIEWPROJECTION_INV, /* mat4 ViewProjectionMatrixInverse */
GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
GPU_UNIFORM_NORMAL_INV, /* mat3 NormalMatrixInverse */
GPU_UNIFORM_WORLDNORMAL, /* mat3 WorldNormalMatrix */
GPU_UNIFORM_CAMERATEXCO, /* vec4 CameraTexCoFactors */
GPU_UNIFORM_ORCO, /* vec3 OrcoTexCoFactors[] */
GPU_UNIFORM_NORMAL, /* mat3 NormalMatrix */
GPU_UNIFORM_NORMAL_INV, /* mat3 NormalMatrixInverse */
GPU_UNIFORM_WORLDNORMAL, /* mat3 WorldNormalMatrix */
GPU_UNIFORM_CAMERATEXCO, /* vec4 CameraTexCoFactors */
GPU_UNIFORM_ORCO, /* vec3 OrcoTexCoFactors[] */
GPU_UNIFORM_COLOR, /* vec4 color */
GPU_UNIFORM_EYE, /* vec3 eye */
GPU_UNIFORM_CALLID, /* int callId */
GPU_UNIFORM_OBJECT_INFO, /* vec3 objectInfo */
GPU_UNIFORM_COLOR, /* vec4 color */
GPU_UNIFORM_EYE, /* vec3 eye */
GPU_UNIFORM_CALLID, /* int callId */
GPU_UNIFORM_OBJECT_INFO, /* vec3 objectInfo */
GPU_UNIFORM_CUSTOM, /* custom uniform, not one of the above built-ins */
GPU_UNIFORM_CUSTOM, /* custom uniform, not one of the above built-ins */
GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
GPU_NUM_UNIFORMS, /* Special value, denotes number of builtin uniforms. */
} GPUUniformBuiltin;
typedef struct GPUShaderInput {
struct GPUShaderInput *next;
uint32_t name_offset;
uint name_hash;
/** Only for uniform inputs. */
GPUUniformBuiltin builtin_type;
/** Only for attribute inputs. */
uint32_t gl_type;
/** Only for attribute inputs. */
int32_t size;
int32_t location;
struct GPUShaderInput *next;
uint32_t name_offset;
uint name_hash;
/** Only for uniform inputs. */
GPUUniformBuiltin builtin_type;
/** Only for attribute inputs. */
uint32_t gl_type;
/** Only for attribute inputs. */
int32_t size;
int32_t location;
} GPUShaderInput;
#define GPU_NUM_SHADERINTERFACE_BUCKETS 257
#define GPU_SHADERINTERFACE_REF_ALLOC_COUNT 16
typedef struct GPUShaderInterface {
int32_t program;
uint32_t name_buffer_offset;
GPUShaderInput *attr_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
GPUShaderInput *uniform_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
GPUShaderInput *ubo_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
GPUShaderInput *builtin_uniforms[GPU_NUM_UNIFORMS];
char *name_buffer;
struct GPUBatch **batches; /* references to batches using this interface */
uint batches_len;
int32_t program;
uint32_t name_buffer_offset;
GPUShaderInput *attr_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
GPUShaderInput *uniform_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
GPUShaderInput *ubo_buckets[GPU_NUM_SHADERINTERFACE_BUCKETS];
GPUShaderInput *builtin_uniforms[GPU_NUM_UNIFORMS];
char *name_buffer;
struct GPUBatch **batches; /* references to batches using this interface */
uint batches_len;
} GPUShaderInterface;
GPUShaderInterface *GPU_shaderinterface_create(int32_t program_id);
void GPU_shaderinterface_discard(GPUShaderInterface *);
const GPUShaderInput *GPU_shaderinterface_uniform(const GPUShaderInterface *, const char *name);
const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *, const char *name);
const GPUShaderInput *GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *, GPUUniformBuiltin);
const GPUShaderInput *GPU_shaderinterface_uniform_ensure(const GPUShaderInterface *,
const char *name);
const GPUShaderInput *GPU_shaderinterface_uniform_builtin(const GPUShaderInterface *,
GPUUniformBuiltin);
const GPUShaderInput *GPU_shaderinterface_ubo(const GPUShaderInterface *, const char *name);
const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *, const char *name);